A bounds-driven analysis of "Skull and Roses" cards game

Description

In this paper, we analyze the game with large number of short states named Skull & Roses from a computer science point of view. We describe the game in a formal way, and use that formulation to obtain bounds and average value on the game length, state-space size, and the game tree size. As a result, we can imply that developing an AI strategy for Skull & Roses could be interesting challenge. Since the game learning curve is relatively short for human, the game could be another evidence to show di erences between humans and computers in game playing strength.

In this paper, we analyze the game with large number of short states named Skull & Roses from a computer science point of view. We describe the game in a formal way, and use that formulation to obtain bounds and average value on the game length, state-space size, and the game tree size. As a result, we can imply that developing an AI strategy for Skull & Roses could be interesting challenge. Since the game learning curve is relatively short for human, the game could be another evidence to show di erences between humans and computers in game playing strength.

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